Powertech Shield Tech Basics Guide
Shield Tech
Launching into the fray with a jetpack-propelled attack and able to withstand powerful offenses, the Powertech trained in the Shield tech specification takes the brunt of the assault while employing a wide range of tech-based attacks to scorch and trip up even the most formidable adversaries.
- Role: Tank
- Weapon: Blaster Pistol
- Distance: Short Range
- Mirror: Vanguard – Shield Specialist
Shield Tech for New Players
- Shield Tech is a tank style, which means it does less damage, but can stay alive more easily
- Most players recommend to level as a damage style, then switch to tank when you are ready for group content
- In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players
- Shield Tech is the simplest to learn of the three tanking styles
- Powertech tanking is my favorite type of tanking!
How to play a Shield Tech Powertech
You can start playing Shield Tech at level 1. To start playing Shield Tech, you will need to first create a Powertech character, which can be played by Troopers, Bounty Hunters, Smugglers or Imperial Agents.
Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Shield Tech from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.
Updated for 7.2!
Below Level 80
If you are below level 80, there are no true guides available to tell you what specific abilities you should be using, because the ideal rotation would change every level.
Instead, you can use this guide to figure out which of your abilities are attacks, which are defensive, and which are just useful.
5 Ability Basic Rotation
Not quite ready to learn all your abilities yet? Use this quick 5-ability rotation for the Powertech Tank until you’re ready to read and learn from a true level 80 guide. The goal for this rotation is to build up threat and reduce damage taken.
- Heat Blast is a great defensive ability and should be used as often as it’s available. It does not share a global cooldown with your other abilities, so you can use another ability immediately after using Heat Blast!
- Rocket Punch should be your most used damaging ability – use it whenever it’s available.
- Rail Shot does a ton of damage – use it when it’s available!
- Firestorm / Heavy Flamethrower – you may have either one of these, use the one you have when it’s sparkling which makes it free to use!
- Flame Burst is your filler ability when you don’t have anything else left to use, it helps build threat.
More than 3 Enemies
- Firestorm / Heavy Flamethrower is your heaviest hitting multi enemy attack and hits everything in front of you.
- Deadly Onslaught is a large circle damage ability that knocks weak enemies down.
- You can spam Flame Sweep in a circle around you over and over!
Extra Tips
- Start with Grapple to gain a bunch of threat! Even better if you can start by using double grapple then jumping in. Double Grapple is a choice on your ability tree at level 27 called “Manhunter”.
- After you’ve used your Grapple, use Rising Phoenix to quickly get to your enemy!
- Overheating? Your Vent Heat lets you cool down.
- Still overheated? Use your free Rapid Shots!
- Feeling spicy? Shoulder Cannon is a great tool to build a bunch of threat at the beginning and help do some damage! The first press of the ability will start to load missiles. Every press afterwards is an attack off the global cooldown so you may spam it alongside everything else without interruption (even while stunned)! Keep it on an easy keybind so you can do it simultaneously with other moves.
Taunts
Your taunts cause your enemy to pay attention to only you for a short time, and help build threat.
- Neural Dart is your single-enemy taunt ability. Never start a fight with a taunt! After a few seconds of doing your high threat attacks on a boss, it is good to make sure you’ll keep threat by using a taunt. You can continue to use your taunt through-out the fight to build up threat. If you notice you have lost the attention of the boss, this should be the first thing you use. Some Operation fights require a “tank swap” that will require you save your taunt for a specific time.
- Sonic Missile is your AoE Taunt ability. This has the same effect as Neural, but it applies to every enemy in a large radius around your initial target (NOT around you). This is great to use during Flashpoints or fights with many additional weaker enemies (adds). Make sure your target is the one in the center of all the enemies you’d like to pick up, followed by your AoE attacks. In Operations, be careful when using this ability if you are not the tank assigned to the boss, because if the boss is close enough to your target, this will also taunt the boss.
- Sonic Rebounder is an optional choice at level 73 that is considered very desirable in Operations groups with Powertechs in them. Certain abilities used to attack the group in Operations are block-able by using Sonic Missile just before it happens! It is only usable by using sonic missile with everyone gathered near you, so keep in mind activating rebounders for your team will also give you threat.
- Guard allows you to place a guard on an ally, reducing their threat and damage taken. Guard your team-mate who hits the hardest – they’ll be the one accidentally stealing the boss from you during the fight.
Defensives
As a tank, in addition to building threat, you also need to use your defensive abilities to keep yourself alive.
- Explosive Fuel acts as both a damage boost and a defensive boost. This should be used right away in all fights and then whenever it is available. If you have chosen the “Mandalorian Iron ” option on your ability tree at level 43, you’ll want to use Battle Focus as often as possible, as taking damage while Battle Focus is up will help reduce the cooldown on Energy Yield.
- Energy Yield is a great defensive by itself, but gets even stronger when you combine it with end-game gear for the Powertech tank. In its standard form needs to be used early to slowly build defensive stacks and reach full effectiveness, however, combining this with the Supercommando legendary implant turns this into a preventative cooldown used just before a large spike of damage to completely negate damage! This implant adds a huge absorb shield for the first three seconds that completely brushes off certain attacks that would otherwise kill you immediately. Energy Yield has a short cooldown that can be shortened further by Explosive Fuel, so try using it 3 or 4+ times a fight, when it matters most.
- Energy Shield is a flat general-use defensive to use during periods of sustained damage over a period of time. If Energy Yield is on cooldown or it’s 3 second absorb won’t be enough, Energy shield is a great choice for any source of damage.
- Kolto Overload is a fantastic rapidly-working self-heal ability. If you’re very low on health, it’s a great emergency heal, otherwise it will heal a chunk of your health over time – but it will only heal up to 35% of your health, so don’t use it when you have a mostly-full healthbar. Overload has a long cooldown, so try to only use it in emergencies where you are falling dangerously low in HP.
- Oil Slick is a great defensive tool when your powetech is assigned to tank many smaller enemies or an enemy with very rapid basic attacks. By creating a pool of oil around you, staying inside of it will make 50% of the basic attacks aimed at you miss completely. Note that as an accuracy reduction it may not work well on most Operation bosses, but does great in AoE situations with lots of smaller enemies.
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | Grit Teeth Jaw Breaker, Hord’s Makashi Strike and Leviathan’s Hide are good alternatives | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | Hemophilic Slash (Single Target), Cut to Pieces (AoE) | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Guardian Focus Juggernaut Rage | Cauterized Coronary | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Watchman Marauder Annihilation | Spiteful Saber | Fearless Victor + Berserker’s Call and Dispatcher are all viable options | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Combat Marauder Carnage | Shard of Mortis | Fearless Victor + Dispatcher | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Sentinel Concentration Marauder Fury | Cauterized Conary | Fearless Victor + Berserker’s Call | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Telekinetics Sorcerer Lightning | Stormwatch | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3596 (16.366) With Alacrity Guild Perk • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Sage Seer Sorcerer Corruption | One for All | Unmatched Haste + Revitalize or Dynamic Force are all considered viable as of now | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Balance Sorcerer Madness | Tempest of Rho | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Kinetic Combat Assassin Darkness | Two Cloaks, The Life Warden, Ancient Tome of Wrath and Shroud of a Shadow as potential alternatives | Dynamic Force + Force Resistance or Ballast Point is fine if you prefer to use pieces with tanking stats | Shield: 5000-5500 Absorb: remaining tertiary stats |
Shadow Infiltration Assassin Deception | The Awakened Flame | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Serenity Assassin Hatred | Two Time Trouble | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Combat Medic Mercenary Bodyguard | SC-4 Treatment Scanner | Advanced Scanning + Concentrated Fire or Overcharged Cells seem to all be viable options | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Gunnery Mercenary Arsenal | Primed Ignition (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Commando Assault Specialist Mercenary Innovative Ordnance | Energized Charges (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Shield Specialist Powertech Shield Tech | Thermal Screen (Single Target), Oil Fire (AoE), The Life Warden | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | Superheated Fuel | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Tactics Powertech Advanced Prototype | Overwhelming Offense | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Sharpshooter Sniper Marksmanship | Agitating Energies | Locked and Loaded + Improved Targeting use Energy Regulators if you experience energy issues | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Saboteur Sniper Engineering | Ruthless Interrogation | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Dirty Fighting Sniper Virulence | Exploited Weakness (Single Target), Airborne Agents (AoE) | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | Critical Surgery and Diagnostics Probe are both viable alternatives | Tactician + Aggressive Treatment or Field Medic | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Scrapper Operative Concealment | Acid Lash (Single Target), Explosive Cells (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Ruffian Operative Lethality | Synox Shots (Single Target), Viral Elements (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!
Guides
- Shield Specialist / Shield Tech 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Powertech Shield Tech Tank Guide by TakesCooosh on YouTube (7.4)
- Shield Tech Powertech Guide by Biggs on YouTube (7.02)
- Shieldtech Powertech 7.0 PvE Guide by Khazad Sanci on Theorycrafters (7)
Attacks
- Rapid Shots - Basic AttackLevel 1
- Rocket Punch - AttackLevel 1
- Flame Burst - AttackLevel 1
- Rail Shot - AttackLevel 4
- Flame Sweep - Area AttackLevel 7
- Firestorm - Area AttackLevel 15
- Deadly Onslaught - Area AttackLevel 19
- Heavy Flamethrower - Optional Area Attack Level 23 Option 3/3Level 23 REPLACES Firestorm at Level 23+
- Heat Blast - AttackLevel 35
- Payday - Optional Attack Level 39 Option 3/3Level 39 REPLACES Heat Blast at Level 39+
- Shatter Slug - Area AttackLevel 47
- Shoulder Cannon - AttackLevel 60
Multiple Enemy Attack Abilities
These Shield Tech attacks are useful for attacking groups of enemies.
- Flame Sweep - Area AttackLevel 7
- Firestorm - Area AttackLevel 15
- Deadly Onslaught - Area AttackLevel 19
- Heavy Flamethrower - Optional Area Attack Level 23 Option 3/3Level 23 REPLACES Firestorm at Level 23+
- Sonic Missile - Area TauntLevel 31
- Shatter Slug - Area AttackLevel 47
- Carbonize - Area StunLevel 56
Taunts
Taunts help the Shield Tech Powertech generate threat and keep the attention of the enemy on them.
- Neural Dart - TauntLevel 23
- Sonic Missile - Area TauntLevel 31
Buffs
You can combine your Shield Tech buffs with your attacks to create powerful combinations.
- Hunter's Boon - Passive Class BuffLevel 1
- Vent Heat - BuffLevel 13
- Energy Yield - BuffLevel 15
- Explosive Fuel - BuffLevel 40
Defensive & Healing Abilities
Use these abilities to help yourself stay alive. The Powertech has these defensive and healing abilities and you'll want to know where they are in a difficult fight.
- Energy Shield - DefensiveLevel 17
- Kolto Overload - DefensiveLevel 32
- Oil Slick - DefensiveLevel 60
Useful Abilities
These abilities may not be directly for attacking, but they are used heavily by skilled Powertechs in combat to turn the tide of a fight.
- Recharge and Reload - Regeneration - Regain health out of battle.Level 1
- Determination - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
- Quell - Interrupt - Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!Level 12
- Grapple - Pull - Pull an enemy to you. Doesn't work on stronger enemies.Level 25
- Extraction Plan - Optional Pull Level 27 Option 2/3 - Fires a grapple line that pulls the target to the Bounty Hunter and generates a high amount of threat. In addition, the grapple can also pull allies. Cannot be used on targets in cover. Replaces Grapple.Level 27 REPLACES Grapple at Level 27+
- Guard - Guard - Protect another player / companionLevel 31
- Terminator Droid - Optional Detection Level 43 Option 3/3 - Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%.Level 43
- Rising Phoenix - Leap - Jump to a faraway enemy.Level 47
- Carbonize - Area Stun - Stun many enemies to keep them out of the fight temporarily.Level 56
- Hydraulic Overrides - Optional Movement Level 68 Option 2/3 - Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%.Level 68
- Electro Dart - Optional Stun Level 68 Option 3/3 - You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.Level 68
Tree Choices
As you level up, you will be able to make choices about how you play your Shield Tech Powertech with the Ability Tree, which can be opened with the K key on your keyboard. If you do not choose one, a default option will be chosen for you.
You will have eight choices to make as you level up, at levels 23, 27, 39, 43, 51, 64, 68 and 73. All of these Ability Tree choices are not permanent choices and can be changed later. If you are following a Level 80 guide on how to play your Shield Tech Powertech, you will need to make sure to choose the same options as they have. You may not have the same choices chosen as a friend who is also playing a Shield Tech Powertech.
Level 23 Choice: Firestorm Change
Choose from one of three ways that you want Firestorm to change at level 23. Your options are Counter Attack, Target Rich Enivoronment, and Heavy Flamethrower.
Incinerates everything in a 10-meter cone, dealing elemental damage to up to 8 enemy targets. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%.
Shielding an attack grants Counter Attack, increasing the damage of your next Rail Shot by 10%. This effect can occur once every 10 seconds.
Shielding an attack grants Counter Attack, increasing the damage of your next Rail Shot by 10%. This effect can occur once every 10 seconds.
Firestorm grants you a stack of Target Rich Environment, increasing the damage of your Tech and Elemental attacks by 3% per stack. Lasts for 10 seconds and stacks up to a max of 8 stacks.
Firestorm grants you a stack of Target Rich Environment, increasing the damage of your Tech and Elemental attacks by 3% per stack. Lasts for 10 seconds and stacks up to a max of 8 stacks.
Torches everything in a 10-meter cone with a flamethrower, dealing elemental damage to up to 8 targets and generating 28 heat over the duration. Affected targets are impaired for 45 seconds, reducing their Force and Tech damage by 5%. Can not by interrupted. Replaces Firestorm.
Torches everything in a 10-meter cone with a flamethrower, dealing elemental damage to up to 8 targets and generating 28 heat over the duration. Affected targets are impaired for 45 seconds, reducing their Force and Tech damage by 5%. Can not by interrupted. Replaces Firestorm.
General Suggestion: Heavy Flamethrower - Heavy Flamethrower replaces your Firestorm ability with this choice - it's now channeled so make sure to stay still while it fires or you'll interrupt it - but of the three choices this is the best upgrade to your damage in any situation.
Level 27 Choice
Choose from one of three Powertech abilities at Level 27, you can only have one of these options at any given time. Your options as a Shield Tech Powertech for the Level 27 choice are Manhunter, Extraction Plan, and Translocate.
Grapple gets two charges and finishes the cooldown of Rocket Punch.
Grapple gets two charges and finishes the cooldown of Rocket Punch.
Fires a grapple line that pulls the target to the Bounty Hunter and generates a high amount of threat. In addition, the grapple can also pull allies. Cannot be used on targets in cover. Replaces Grapple.
Fires a grapple line that pulls the target to the Bounty Hunter and generates a high amount of threat. In addition, the grapple can also pull allies. Cannot be used on targets in cover. Replaces Grapple.
Swap places with a group member and bestow a benign presence upon them for up to 6 seconds. Targets with a benign presence are ignored by most enemies, cannot be leapt to or pulled, and are immune to interrupts and ability activation pushback until they use an aggressive or healing ability. This ability is immune to activation pushback and only works on other players.
Swap places with a group member and bestow a benign presence upon them for up to 6 seconds. Targets with a benign presence are ignored by most enemies, cannot be leapt to or pulled, and are immune to interrupts and ability activation pushback until they use an aggressive or healing ability. This ability is immune to activation pushback and only works on other players.
Solo Single-Strong-Enemy Suggestion: Manhunter - Pull two enemies to you, instead of just one!
Multi-Enemy Solo Suggestion: Manhunter - Pull two enemies to you, instead of just one!
Flashpoint Suggestion: Manhunter - Pull two enemies to you, instead of just one!
Operation Suggestion: Manhunter - While you can't pull bosses, you can use your harpoon twice at the beginning of a fight to build threat.
Level 39 Choice: Heat Blast Change
Choose from one of three ways that you want Heat Blast to change at level 39. Your options are Contracted Defense, Heat Release, and Payday.
Fires a shot that consumes all Heat Screens to deal elemental damage, vent 10 heat, and increase shield absorption by 25% for 6 seconds. This ability is only usable with 3 Heat Screens, generates 25% additional threat, and does not respect the global cooldown. Shielding an attack or triggering your Ion Gas Cylinder generates a Heat Screen, increasing shield absorption by 1% for 20 seconds. Stacks up to 3 times. In addition, each time you build a Heat Screen or refresh your Heat Screen stacks, the active cooldown of Heat Blast is reduced by 1 second.
Firing Heat Blast grants you a stack of Contracted Defense. This increases your shield chance by 1% per stack. In addition Flame Burst and Flame Sweep also generate a stack of Contracted Defense. Max stack of 5.
Firing Heat Blast grants you a stack of Contracted Defense. This increases your shield chance by 1% per stack. In addition Flame Burst and Flame Sweep also generate a stack of Contracted Defense. Max stack of 5.
Grants a stack of Heat Release for every target hit by Heat Blast. Each stack increases Shield Rating by 1%. Max stacks of 4 for 10 seconds. In addition targets are slowed by 20% for 6 seconds.
Grants a stack of Heat Release for every target hit by Heat Blast. Each stack increases Shield Rating by 1%. Max stacks of 4 for 10 seconds. In addition targets are slowed by 20% for 6 seconds.
Fires a shot that consumes all Heat Screens to deal elemental damage, and increase shield absorption by 25% for 6 seconds. This ability is only usable with 3 Heat Screens, generates 25% additional threat, and does not respect the global cooldown. This ability only deals damage to a single target but does increased damage. In addition it grants 3% shield chance and reduces the cooldown of Neural Dart by 3 seconds. Replaces Heat Blast.
Fires a shot that consumes all Heat Screens to deal elemental damage, and increase shield absorption by 25% for 6 seconds. This ability is only usable with 3 Heat Screens, generates 25% additional threat, and does not respect the global cooldown. This ability only deals damage to a single target but does increased damage. In addition it grants 3% shield chance and reduces the cooldown of Neural Dart by 3 seconds. Replaces Heat Blast.
General Suggestion: Contracted Defense - Choose Contracted Defense for an easy boost to your defenses as long as you are using Heat Blast, one of your key abilities!
Level 43 Choice
Choose from one of three Powertech abilities at Level 43, you can only have one of these options at any given time. Your options as a Shield Tech Powertech for the Level 43 choice are Mandalorian Iron, Reactive Missile, and Terminator Droid.
Taking damage during Explosive Fuel reduces the cooldown on Energy Yield by 2 seconds. In addition taking direct damage builds a stack of Mandalorian Iron, increasing your damage reduction by 1%. Stacks up to 3 times. This effect can only occur once every 1.2 seconds.
Taking damage during Explosive Fuel reduces the cooldown on Energy Yield by 2 seconds. In addition taking direct damage builds a stack of Mandalorian Iron, increasing your damage reduction by 1%. Stacks up to 3 times. This effect can only occur once every 1.2 seconds.
When receiving redirected damage from guard, the cooldown on Sonic Missile is decreased by 2 seconds. This effect can only occur once every 3 seconds.
When receiving redirected damage from guard, the cooldown on Sonic Missile is decreased by 2 seconds. This effect can only occur once every 3 seconds.
Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%.
Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%.
General Suggestion: Mandalorian Iron - Choose Mandalorian Armor to boost your defenses for free!
Level 51 Choice
Choose from one of three Powertech abilities at Level 51, you can only have one of these options at any given time. Your options as a Shield Tech Powertech for the Level 51 choice are Hydraulic Shield, Pyro Shield, and Gyroscopic Alignment Jets.
Increases the critical chance of Rocket Punch and Flame Sweep by 10%. In addition, shielding or defending an attack has a 50% chance to finish the cooldown on Rocket Punch. This effect cannot occur more than once every 7.5 seconds.
Increases the critical chance of Rocket Punch and Flame Sweep by 10%. In addition, shielding or defending an attack has a 50% chance to finish the cooldown on Rocket Punch. This effect cannot occur more than once every 7.5 seconds.
When activated, your Energy Shield ignites in a blaze, scorching attackers for elemental damage when they deal direct damage to you. This effect cannot occur more than once each second.
When activated, your Energy Shield ignites in a blaze, scorching attackers for elemental damage when they deal direct damage to you. This effect cannot occur more than once each second.
You vent 20 heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.
You vent 20 heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.
Reduces the cooldown of Determination by 30 seconds and the cooldown of Vent Heat by 15 seconds.
Reduces the cooldown of Determination by 30 seconds and the cooldown of Vent Heat by 15 seconds.
General Suggestion: Pyro Shield - Choose Pyro Shield to do some free damage to your enemy every time you get hit!
Level 64 Choice
Choose from one of three Powertech abilities at Level 64, you can only have one of these options at any given time. Your options as a Shield Tech Powertech for the Level 64 choice are Reflective Armor, Hitman, and Suppressive Tools.
When Close and Personal is triggered, it will also deal elemental damage to the attacker if the attacker is within 10 meters.
When Close and Personal is triggered, it will also deal elemental damage to the attacker if the attacker is within 10 meters.
Reduces the cooldown of Quell by 2 seconds. Additionally, damage taken while stunned is reduced by 30%.
Reduces the cooldown of Quell by 2 seconds. Additionally, damage taken while stunned is reduced by 30%.
Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Dart slows the target by 50% for 6 seconds.
Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Dart slows the target by 50% for 6 seconds.
General Suggestion: Reflective Armor - Choose Reflective Armor to do some free damage to your enemy every time you get hit by an area attack!
Level 68 Choice
Choose from one of three Powertech abilities at Level 68, you can only have one of these options at any given time. Your options as a Shield Tech Powertech for the Level 68 choice are Shield Cannon, Hydraulic Overrides, and Electro Dart.
Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health.
Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health.
Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%.
Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%.
Fires an electro dart, dealing energy damage and stunning the target for 4 seconds.
You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.
Solo Single-Strong-Enemy Suggestion: Shield Cannon - Turn your Shoulder Cannon into a bonus heal to help keep you alive in harder fights! If you aren't dying, choose Hydraulic Overrides to run around fast for fun.
Multi-Enemy Solo Suggestion: Shield Cannon - Turn your Shoulder Cannon into a bonus heal to help keep you alive in harder fights! If you aren't dying, choose Hydraulic Overrides to run around fast for fun.
Flashpoint Suggestion: Shield Cannon - Turn your Shoulder Cannon into a bonus heal to help keep you alive in harder fights! If you aren't dying, choose Hydraulic Overrides to run around fast for fun.
Operation Suggestion: Hydraulic Overrides - Hydraulic Overrides allows you to run fast during combat - very useful as a tank! If you don't need to move fast, and instead need to die less from damage, choose Shield Cannon for some free healing.
Level 73 Choice
Choose from one of three Powertech abilities at Level 73, you can only have one of these options at any given time. Your options as a Shield Tech Powertech for the Level 73 choice are Enhanced Paralytics, Sonic Rebounder, and Efficient Suit.
Increases the stun durations of Electro Dart by 1 second and Carbonize by 0.5 seconds.
Increases the stun durations of Electro Dart by 1 second and Carbonize by 0.5 seconds.
Sonic Missile protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker.
Sonic Missile protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker.
Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge most stun effects when activated. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize.
Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge most stun effects when activated. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize.
Operation Suggestion: Sonic Rebounder - Sonic Rebounder is incredibly powerful in group content - when you use your group taunt, everyone nearby except you will get a protective shield that bounces damage back at the enemy! This is a fan-favorite ability for the Powertech Tank!
Solo Single-Strong-Enemy Suggestion: Efficient Suit - Choose Efficient Suit to let you use Kolto Overload when you are stunned, and make your Shoulder Cannon and Grapple reach farther!
Multi-Enemy Solo Suggestion: Efficient Suit - Choose Efficient Suit to let you use Kolto Overload when you are stunned, and make your Shoulder Cannon and Grapple reach farther!
Flashpoint Suggestion: Efficient Suit - Choose Efficient Suit to let you use Kolto Overload when you are stunned, and make your Shoulder Cannon and Grapple reach farther!
All Abilities
All your abilities for the Shield Tech Powertech.
Lvl | Icon | Ability |
---|---|---|
LvL1 | Recharge and ReloadRegeneration Regenerates health and vents heat while channeling. Not usable in combat. Regain health out of battle. | |
LvL1 | Rapid ShotsBasic Attack 30m (long range) Fires a quick stream of bolts, causing weapon damage. Fires a quick stream of bolts, causing weapon damage. | |
LvL1 | Rocket PunchAttack 4m (melee range) Engages the jetpack, allowing you to strike the target with a heavy punch that deals kinetic damage. Engages the jetpack, allowing you to strike the target with a heavy punch that deals kinetic damage. | |
LvL1 | Hunter's BoonPassive Class Buff Increases Endurance by 5%. Increases Endurance by 5%. | |
LvL1 | Combustible Gas CylinderPassive Ranged weapon attacks have a 30% chance to deal additional elemental damage over 6 seconds. This effect cannot occur more than once per second. Ranged weapon attacks have a 30% chance to deal additional elemental damage over 6 seconds. This effect cannot occur more than once per second. | |
LvL1 | Flame BurstAttack 10m (short range) Fires a burst of flame at the target that deals elemental damage. Fires a burst of flame at the target that deals elemental damage. | |
LvL4 | Rail ShotAttack 10m (short range) Fires a very powerful shot at the target that deals weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. Deals additional damage if dual wielding. Fires a very powerful shot at the target that deals weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. Deals additional damage if dual wielding. | |
LvL7 | Flame SweepArea Attack 5m (melee range) Torches up to 8 targets within 5 meters for elemental damage. Torches up to 8 targets within 5 meters for elemental damage. | |
LvL10 | DeterminationStun Break Purges all incapacitating and movement-impairing effects. If you are stunned and can’t move, you can use this ability to unstun yourself. | |
LvL12 | QuellInterrupt 4m (melee range) Interrupts the target's current action and prevents that ability from being used for the next 4 seconds. Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back! | |
LvL13 | Vent HeatBuff Your next ability generates no heat, and you vent 50 heat over 3 seconds after using it. Your next ability generates no heat, and you vent 50 heat over 3 seconds after using it. | |
LvL15 | Energy YieldBuff Applies a stack of Energy Yield to you, increasing your armor by 40% and your damage done by 2% for 15 seconds. Whenever you take damage, an additional stack of Energy Yield is applied, up to 5 times. In addition you gain a stack of Energy Heal. Each stack heals you for 6% of your health. Applies a stack of Energy Yield to you, increasing your armor by 40% and your damage done by 2% for 15 seconds. Whenever you take damage, an additional stack of Energy Yield is applied, up to 5 times. In addition you gain a stack of Energy Heal. Each stack heals you for 6% of your health. | |
LvL15 | FirestormArea Attack 10m (short range) Incinerates everything in a 10-meter cone, dealing elemental damage to up to 8 enemy targets. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%. Incinerates everything in a 10-meter cone, dealing elemental damage to up to 8 enemy targets. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%. | |
LvL15 | Ion Gas CylinderPassive Loads your blaster with ion-charged gas, giving ranged attacks a 15% chance to deal additional energy damage once every 1.5 seconds. In addition, when Ion Gas Cylinder deals damage, it will also shock the target for additional energy damage over 9 seconds. While this cylinder is active, armor rating is increased by 61.5%, damage reduction is increased by 5%, shield chance is increased by 15%, threat generation is increased by 150%, accuracy is increased by 10%, and all damage dealt is reduced by 10%. Replaces Combustible Gas Cylinder. Loads your blaster with ion-charged gas, giving ranged attacks a 15% chance to deal additional energy damage once every 1.5 seconds. In addition, when Ion Gas Cylinder deals damage, it will also shock the target for additional energy damage over 9 seconds. While this cylinder is active, armor rating is increased by 61.5%, damage reduction is increased by 5%, shield chance is increased by 15%, threat generation is increased by 150%, accuracy is increased by 10%, and all damage dealt is reduced by 10%. Replaces Combustible Gas Cylinder. | |
LvL17 | Energy ShieldDefensive Increases damage reduction by 25% for 15 seconds. Increases damage reduction by 25% for 15 seconds. | |
LvL19 | Deadly OnslaughtArea Attack 10m (short range) Unleashes a rapid onslaught of ordnance dealing kinetic damage and elemental damage to up to 8 enemies in the targeted area while generating 30 heat over the duration of the channel. Standard and weak targets are knocked down by the blasts. Can be used while moving. Unleashes a rapid onslaught of ordnance dealing kinetic damage and elemental damage to up to 8 enemies in the targeted area while generating 30 heat over the duration of the channel. Standard and weak targets are knocked down by the blasts. Can be used while moving. | |
LvL23 | Neural DartTaunt 30m (long range) Fires a neural dart that taunts the target, forcing it to attack you. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts 6 seconds. Fires a neural dart that taunts the target, forcing it to attack you. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts 6 seconds. | |
LvL23 | Counter AttackOptional Passive Level 23 Option 1/3 Shielding an attack grants Counter Attack, increasing the damage of your next Rail Shot by 10%. This effect can occur once every 10 seconds. Shielding an attack grants Counter Attack, increasing the damage of your next Rail Shot by 10%. This effect can occur once every 10 seconds. | |
LvL23 | Target Rich EnivoronmentOptional Passive Level 23 Option 2/3 Firestorm grants you a stack of Target Rich Environment, increasing the damage of your Tech and Elemental attacks by 3% per stack. Lasts for 10 seconds and stacks up to a max of 8 stacks. Firestorm grants you a stack of Target Rich Environment, increasing the damage of your Tech and Elemental attacks by 3% per stack. Lasts for 10 seconds and stacks up to a max of 8 stacks. | |
LvL23 | Heavy FlamethrowerOptional Area Attack 10m (short range) Level 23 Option 3/3 Torches everything in a 10-meter cone with a flamethrower, dealing elemental damage to up to 8 targets and generating 28 heat over the duration. Affected targets are impaired for 45 seconds, reducing their Force and Tech damage by 5%. Can not by interrupted. Replaces Firestorm. Torches everything in a 10-meter cone with a flamethrower, dealing elemental damage to up to 8 targets and generating 28 heat over the duration. Affected targets are impaired for 45 seconds, reducing their Force and Tech damage by 5%. Can not by interrupted. Replaces Firestorm. General Suggestion: Heavy Flamethrower replaces your Firestorm ability with this choice - it's now channeled so make sure to stay still while it fires or you'll interrupt it - but of the three choices this is the best upgrade to your damage in any situation. | |
LvL23 | Ion OverloadPassive Dealing damage with Rocket Punch triggers Ion Gas Cylinder on the target and dealing damage with Rail Shot triggers Ion Gas Cylinder on the target and up to 7 additional enemies within 5 meters. None of these effects damage sleeping, lifted, or incapacitated enemies. Generates a high amount of threat. Dealing damage with Rocket Punch triggers Ion Gas Cylinder on the target and dealing damage with Rail Shot triggers Ion Gas Cylinder on the target and up to 7 additional enemies within 5 meters. None of these effects damage sleeping, lifted, or incapacitated enemies. Generates a high amount of threat. | |
LvL25 | GrapplePull 10-40m Fires a grapple line that pulls the target to the Powertech and generates a high amount of threat. Targets are immobilized for 3 seconds. Cannot be used on targets in cover. Pull an enemy to you. Doesn't work on stronger enemies. | |
LvL27 | Close and PersonalPassive Increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area attacks vents 2 heat and heals you for 2.5% of your total health. This effect cannot occur more than once every 3 seconds. Increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area attacks vents 2 heat and heals you for 2.5% of your total health. This effect cannot occur more than once every 3 seconds. | |
LvL27 | ManhunterOptional Passive Level 27 Option 1/3 Grapple gets two charges and finishes the cooldown of Rocket Punch. Grapple gets two charges and finishes the cooldown of Rocket Punch. Solo Single-Enemy Suggestion: Pull two enemies to you, instead of just one! Solo Many-Enemy Suggestion: Pull two enemies to you, instead of just one! Flashpoint Suggestion: Pull two enemies to you, instead of just one! Operation Suggestion: While you can't pull bosses, you can use your harpoon twice at the beginning of a fight to build threat. | |
LvL27 | Extraction PlanOptional Pull 10-30m Level 27 Option 2/3 Fires a grapple line that pulls the target to the Bounty Hunter and generates a high amount of threat. In addition, the grapple can also pull allies. Cannot be used on targets in cover. Replaces Grapple. Fires a grapple line that pulls the target to the Bounty Hunter and generates a high amount of threat. In addition, the grapple can also pull allies. Cannot be used on targets in cover. Replaces Grapple. | |
LvL27 | TranslocateOptional Swap Locations 5-30m Level 27 Option 3/3 Swap places with a group member and bestow a benign presence upon them for up to 6 seconds. Targets with a benign presence are ignored by most enemies, cannot be leapt to or pulled, and are immune to interrupts and ability activation pushback until they use an aggressive or healing ability. This ability is immune to activation pushback and only works on other players. Swap places with a group member and bestow a benign presence upon them for up to 6 seconds. Targets with a benign presence are ignored by most enemies, cannot be leapt to or pulled, and are immune to interrupts and ability activation pushback until they use an aggressive or healing ability. This ability is immune to activation pushback and only works on other players. | |
LvL31 | GuardGuard 30m (long range) While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. Protect another player / companion | |
LvL31 | Sonic MissileArea Taunt 30m (long range) Fires a sonic missile that taunts your target and all nearby enemies, forcing them to attack you for 6 seconds. Player targets deal 30% less damage for 6 seconds when attacking anyone other than you. Fires a sonic missile that taunts your target and all nearby enemies, forcing them to attack you for 6 seconds. Player targets deal 30% less damage for 6 seconds when attacking anyone other than you. | |
LvL32 | Deflective PlatingPassive Increase damage reduction by 2%. Increases melee and ranged defense by 4%. Increase damage reduction by 2%. Increases melee and ranged defense by 4%. | |
LvL32 | Kolto OverloadDefensive Applies a Health Monitor that lasts up to 60 seconds, which triggers an Kolto Overload when your health is reduced to 35% or less. Once triggered, Kolto Overload rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health. Does not go on cooldown until Health Monitor is triggered. Applies a Health Monitor that lasts up to 60 seconds, which triggers an Kolto Overload when your health is reduced to 35% or less. Once triggered, Kolto Overload rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health. Does not go on cooldown until Health Monitor is triggered. | |
LvL35 | Heat ScreenHidden Passive Shielding an attack or triggering your Ion Gas Cylinder generates a Heat Screen, increasing shield absorption by 1% for 6 seconds. Stacks up to 3 times. This effect cannot occur more than once every 1.5 seconds. In addition, each time you build a Heat Screen or refresh your Heat Screen stacks, the active cooldown of Heat Blast is reduced by 1 second. Shielding an attack or triggering your Ion Gas Cylinder generates a Heat Screen, increasing shield absorption by 1% for 6 seconds. Stacks up to 3 times. This effect cannot occur more than once every 1.5 seconds. In addition, each time you build a Heat Screen or refresh your Heat Screen stacks, the active cooldown of Heat Blast is reduced by 1 second. | |
LvL35 | Heat BlastAttack 10m (short range) Fires a shot that consumes all Heat Screens to deal elemental damage, vent 10 heat, and increase shield absorption by 25% for 6 seconds. This ability is only usable with 3 Heat Screens, generates 25% additional threat, and does not respect the global cooldown. Shielding an attack or triggering your Ion Gas Cylinder generates a Heat Screen, increasing shield absorption by 1% for 20 seconds. Stacks up to 3 times. In addition, each time you build a Heat Screen or refresh your Heat Screen stacks, the active cooldown of Heat Blast is reduced by 1 second. Fires a shot that consumes all Heat Screens to deal elemental damage, vent 10 heat, and increase shield absorption by 25% for 6 seconds. This ability is only usable with 3 Heat Screens, generates 25% additional threat, and does not respect the global cooldown. Shielding an attack or triggering your Ion Gas Cylinder generates a Heat Screen, increasing shield absorption by 1% for 20 seconds. Stacks up to 3 times. In addition, each time you build a Heat Screen or refresh your Heat Screen stacks, the active cooldown of Heat Blast is reduced by 1 second. | |
LvL35 | Flame EngineHidden Passive Direct damage attacks have a 75% chance to trigger Flame Engine, which finishes the cooldown on Searing Wave, Firestorm or Heavy Flamethrower and causes your next Searing Wave, Firestorm, and Heavy Flamethrower to generate no heat and deal 50% more damage. This effect cannot occur more than once every 15 seconds. Direct damage attacks have a 75% chance to trigger Flame Engine, which finishes the cooldown on Searing Wave, Firestorm or Heavy Flamethrower and causes your next Searing Wave, Firestorm, and Heavy Flamethrower to generate no heat and deal 50% more damage. This effect cannot occur more than once every 15 seconds. | |
LvL35 | CombustPassive Flame Burst and Flame Sweep cause trauma and weaken their targets. Weakened targets deal 5% less damage with ranged and melee attacks for 45 seconds. Targets with Trauma receive 20% less healing from all sources for 6 seconds. Direct damage attacks have a 75% chance to trigger Flame Engine, which finishes the cooldown on Searing Wave, Firestorm, or Heavy Flamethrower and increases their damage by 50%, while reducing their heat by 100%. This effect cannot occur more than once every 15 seconds. Flame Burst and Flame Sweep cause trauma and weaken their targets. Weakened targets deal 5% less damage with ranged and melee attacks for 45 seconds. Targets with Trauma receive 20% less healing from all sources for 6 seconds. Direct damage attacks have a 75% chance to trigger Flame Engine, which finishes the cooldown on Searing Wave, Firestorm, or Heavy Flamethrower and increases their damage by 50%, while reducing their heat by 100%. This effect cannot occur more than once every 15 seconds. | |
LvL39 | Contracted DefenseOptional Passive Level 39 Option 1/3 Firing Heat Blast grants you a stack of Contracted Defense. This increases your shield chance by 1% per stack. In addition Flame Burst and Flame Sweep also generate a stack of Contracted Defense. Max stack of 5. Firing Heat Blast grants you a stack of Contracted Defense. This increases your shield chance by 1% per stack. In addition Flame Burst and Flame Sweep also generate a stack of Contracted Defense. Max stack of 5. General Suggestion: Choose Contracted Defense for an easy boost to your defenses as long as you are using Heat Blast, one of your key abilities! | |
LvL39 | Heat ReleaseOptional Passive Level 39 Option 2/3 Grants a stack of Heat Release for every target hit by Heat Blast. Each stack increases Shield Rating by 1%. Max stacks of 4 for 10 seconds. In addition targets are slowed by 20% for 6 seconds. Grants a stack of Heat Release for every target hit by Heat Blast. Each stack increases Shield Rating by 1%. Max stacks of 4 for 10 seconds. In addition targets are slowed by 20% for 6 seconds. | |
LvL39 | PaydayOptional Attack 10m (short range) Level 39 Option 3/3 Fires a shot that consumes all Heat Screens to deal elemental damage, and increase shield absorption by 25% for 6 seconds. This ability is only usable with 3 Heat Screens, generates 25% additional threat, and does not respect the global cooldown. This ability only deals damage to a single target but does increased damage. In addition it grants 3% shield chance and reduces the cooldown of Neural Dart by 3 seconds. Replaces Heat Blast. Fires a shot that consumes all Heat Screens to deal elemental damage, and increase shield absorption by 25% for 6 seconds. This ability is only usable with 3 Heat Screens, generates 25% additional threat, and does not respect the global cooldown. This ability only deals damage to a single target but does increased damage. In addition it grants 3% shield chance and reduces the cooldown of Neural Dart by 3 seconds. Replaces Heat Blast. | |
LvL40 | Explosive FuelBuff Increases ranged and tech critical hit chance by 25% for 15 seconds. Increases ranged and tech critical hit chance by 25% for 15 seconds. | |
LvL43 | PuncturePassive Rail Shot ignores 60% of the target's armor and Rocket Punch or Flaming Fist deals 10% more damage. Rail Shot ignores 60% of the target's armor and Rocket Punch or Flaming Fist deals 10% more damage. | |
LvL43 | Ion ScreenPassive Increases damage reduction by 2%. Additionally, Heat Blast damages up to 3 additional enemy targets within 5 meters of the primary target. Does not damage sleeping, lifted, or incapacitated enemies. Increases melee and ranged defense by 4%. Increases damage reduction by 2%. Additionally, Heat Blast damages up to 3 additional enemy targets within 5 meters of the primary target. Does not damage sleeping, lifted, or incapacitated enemies. Increases melee and ranged defense by 4%. | |
LvL43 | Mandalorian IronOptional Passive Level 43 Option 1/3 Taking damage during Explosive Fuel reduces the cooldown on Energy Yield by 2 seconds. In addition taking direct damage builds a stack of Mandalorian Iron, increasing your damage reduction by 1%. Stacks up to 3 times. This effect can only occur once every 1.2 seconds. Taking damage during Explosive Fuel reduces the cooldown on Energy Yield by 2 seconds. In addition taking direct damage builds a stack of Mandalorian Iron, increasing your damage reduction by 1%. Stacks up to 3 times. This effect can only occur once every 1.2 seconds. General Suggestion: Choose Mandalorian Armor to boost your defenses for free! | |
LvL43 | Reactive MissileOptional Passive Level 43 Option 2/3 When receiving redirected damage from guard, the cooldown on Sonic Missile is decreased by 2 seconds. This effect can only occur once every 3 seconds. When receiving redirected damage from guard, the cooldown on Sonic Missile is decreased by 2 seconds. This effect can only occur once every 3 seconds. | |
LvL43 | Terminator DroidOptional Detection 30m (long range) Level 43 Option 3/3 Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%. Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%. | |
LvL47 | Shatter SlugArea Attack 10m (short range) Fires a high impact slug that instantly explodes on contact with the target, spraying the area with shrapnel shards that deal kinetic damage to up to 8 enemies within 8 meters of the initial target. Fires a high impact slug that instantly explodes on contact with the target, spraying the area with shrapnel shards that deal kinetic damage to up to 8 enemies within 8 meters of the initial target. | |
LvL47 | Flame SurgePassive Increases the damage dealt by Flame Sweep by 15%. Increases the damage dealt by Flame Sweep by 15%. | |
LvL47 | Rising PhoenixLeap 10-30m Jet to a distant target, dealing kinetic damage, interrupting the target's current action and immobilizing the target for 2 seconds. In addition, up to 4 targets within 10 meters are immobilized. Cannot be used against targets in cover. In addition, Rising Phoenix grants 2 charges of Flame Surge, which makes your Flame Burst and Flame Sweep generate no heat. Jump to a faraway enemy. | |
LvL51 | Hydraulic ShieldPassive Increases the critical chance of Rocket Punch and Flame Sweep by 10%. In addition, shielding or defending an attack has a 50% chance to finish the cooldown on Rocket Punch. This effect cannot occur more than once every 7.5 seconds. Increases the critical chance of Rocket Punch and Flame Sweep by 10%. In addition, shielding or defending an attack has a 50% chance to finish the cooldown on Rocket Punch. This effect cannot occur more than once every 7.5 seconds. | |
LvL51 | Pyro ShieldOptional Passive Level 51 Option 1/3 When activated, your Energy Shield ignites in a blaze, scorching attackers for elemental damage when they deal direct damage to you. This effect cannot occur more than once each second. When activated, your Energy Shield ignites in a blaze, scorching attackers for elemental damage when they deal direct damage to you. This effect cannot occur more than once each second. General Suggestion: Choose Pyro Shield to do some free damage to your enemy every time you get hit! | |
LvL51 | Gyroscopic Alignment JetsOptional Passive Level 51 Option 2/3 You vent 20 heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing. You vent 20 heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing. | |
LvL51 | Iron WillOptional Passive Level 51 Option 3/3 Reduces the cooldown of Determination by 30 seconds and the cooldown of Vent Heat by 15 seconds. Reduces the cooldown of Determination by 30 seconds and the cooldown of Vent Heat by 15 seconds. | |
LvL56 | CarbonizeArea Stun 8m (short range) Encases up to 8 enemies within 8 meters in carbonite, dealing internal damage and stunning them for 2.5 seconds. Stun many enemies to keep them out of the fight temporarily. | |
LvL60 | Shoulder CannonAttack 20m Deploys a shoulder cannon that gradually loads 4 missiles over time. Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 20 meters, launching 1 missile that deals kinetic damage. A missile can be launched up to once per 1.5 seconds. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled. Once all missiles have been loaded, depleting all missiles puts the shoulder cannon on cooldown for 1.5 minutes. Deploys a shoulder cannon that gradually loads 4 missiles over time. Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 20 meters, launching 1 missile that deals kinetic damage. A missile can be launched up to once per 1.5 seconds. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled. Once all missiles have been loaded, depleting all missiles puts the shoulder cannon on cooldown for 1.5 minutes. | |
LvL60 | Oil SlickDefensive Sprays an oil slick over 10 meters for 10 seconds. Enemies that enter and remain within the oil slick become unbalanced, slowed by 70% and suffer a 15% melee and ranged accuracy loss. Sprays an oil slick over 10 meters for 10 seconds. Enemies that enter and remain within the oil slick become unbalanced, slowed by 70% and suffer a 15% melee and ranged accuracy loss. | |
LvL60 | Power ArmorHidden Passive Increases damage reduction by 2%, armor rating by 15%, and damage dealt by Ion Gas Cylinder by 5%. Increases damage reduction by 2%, armor rating by 15%, and damage dealt by Ion Gas Cylinder by 5%. | |
LvL60 | Shield VentsPassive Increases shield chance by 2%. In addition, shielding or defending an attack vents 1 heat. This effect cannot occur more than once every 1.5 seconds. Increases damage reduction by 2%, armor rating by 15%, and damage dealt by Ion Gas Cylinder by 10%. Increases shield chance by 2%. In addition, shielding or defending an attack vents 1 heat. This effect cannot occur more than once every 1.5 seconds. Increases damage reduction by 2%, armor rating by 15%, and damage dealt by Ion Gas Cylinder by 10%. | |
LvL64 | Reflective ArmorOptional Passive Level 64 Option 1/3 When Close and Personal is triggered, it will also deal elemental damage to the attacker if the attacker is within 10 meters. When Close and Personal is triggered, it will also deal elemental damage to the attacker if the attacker is within 10 meters. General Suggestion: Choose Reflective Armor to do some free damage to your enemy every time you get hit by an area attack! | |
LvL64 | HitmanOptional Passive Level 64 Option 2/3 Reduces the cooldown of Quell by 2 seconds. Additionally, damage taken while stunned is reduced by 30%. Reduces the cooldown of Quell by 2 seconds. Additionally, damage taken while stunned is reduced by 30%. | |
LvL64 | Suppressive ToolsOptional Passive Level 64 Option 3/3 Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Dart slows the target by 50% for 6 seconds. Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Dart slows the target by 50% for 6 seconds. | |
LvL68 | CoolantPassive Kolto Overload now heals you for 2% of your total health every second while above 35% of your maximum health. Additionally, Explosive Fuel increases defense chance by 35% while active. Kolto Overload now heals you for 2% of your total health every second while above 35% of your maximum health. Additionally, Explosive Fuel increases defense chance by 35% while active. | |
LvL68 | Shield CannonOptional Passive Level 68 Option 1/3 Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health. Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health. Solo Single-Enemy Suggestion: Turn your Shoulder Cannon into a bonus heal to help keep you alive in harder fights! If you aren't dying, choose Hydraulic Overrides to run around fast for fun. Solo Many-Enemy Suggestion: Turn your Shoulder Cannon into a bonus heal to help keep you alive in harder fights! If you aren't dying, choose Hydraulic Overrides to run around fast for fun. Flashpoint Suggestion: Turn your Shoulder Cannon into a bonus heal to help keep you alive in harder fights! If you aren't dying, choose Hydraulic Overrides to run around fast for fun. | |
LvL68 | Hydraulic OverridesOptional Movement Level 68 Option 2/3 Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%. Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%. Operation Suggestion: Hydraulic Overrides allows you to run fast during combat - very useful as a tank! If you don't need to move fast, and instead need to die less from damage, choose Shield Cannon for some free healing. | |
LvL68 | Electro DartOptional Stun 10m (short range) Level 68 Option 3/3 Fires an electro dart, dealing energy damage and stunning the target for 4 seconds. You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general. | |
LvL73 | Shield EnhancersPassive Rocket Punch and Rail Shot grant Shield Enhancers when activated, increasing shield chance by 1% for 15 seconds. Stacks up to 3 times. Rocket Punch and Rail Shot grant Shield Enhancers when activated, increasing shield chance by 1% for 15 seconds. Stacks up to 3 times. | |
LvL73 | Enhanced ParalyticsOptional Passive Level 73 Option 1/3 Increases the stun durations of Electro Dart by 1 second and Carbonize by 0.5 seconds. Increases the stun durations of Electro Dart by 1 second and Carbonize by 0.5 seconds. | |
LvL73 | Sonic RebounderOptional Passive Level 73 Option 2/3 Sonic Missile protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker. Sonic Missile protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker. Operation Suggestion: Sonic Rebounder is incredibly powerful in group content - when you use your group taunt, everyone nearby except you will get a protective shield that bounces damage back at the enemy! This is a fan-favorite ability for the Powertech Tank! | |
LvL73 | Efficient SuitOptional Passive Level 73 Option 3/3 Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge most stun effects when activated. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize. Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge most stun effects when activated. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize. Solo Single-Enemy Suggestion: Choose Efficient Suit to let you use Kolto Overload when you are stunned, and make your Shoulder Cannon and Grapple reach farther! Solo Many-Enemy Suggestion: Choose Efficient Suit to let you use Kolto Overload when you are stunned, and make your Shoulder Cannon and Grapple reach farther! Flashpoint Suggestion: Choose Efficient Suit to let you use Kolto Overload when you are stunned, and make your Shoulder Cannon and Grapple reach farther! | |
LvL78 | Ablative UpgradesHidden Passive Increases shield absorption by 4%. Increases shield absorption by 4%. | |
LvL78 | Heated AbsorbersPassive Increases shield absorption by 4%. In addition Heat Blast increases shield absorption by an additional 5%. Increases shield absorption by 4%. In addition Heat Blast increases shield absorption by an additional 5%. |
Milestones
- At Level 15 you will get your first exclusive ability only the Shield Tech Powertech has, it will be called Firestorm.
- At Level 23 you will get to choose a way to change how Firestorm works from three different options. This is your first Ability Tree choice, and you can make it by pressing K on your keyboard and selecting an option from the Shield Tech Ability Tree on the right.
- At Level 27 you will get your second choice between three options in your Ability Tree. These options may be useable abilities you can click, or they can be passive abilities which give you a boost to your existing abilities.
- At Level 47 you will get your second exclusive ability only the Shield Tech Powertech gets, it will be called Heat Blast.
- At Level 39 you will get to choose a way to change how Heat Blast works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Shield Tech Powertech has, Rising Phoenix and Oil Slick.
- At Level 73, you will get to make an important choice between three major abilities. This is a big choice all players need to make for their character.
- At Level 43, 51, 64, 68 you will get to make additional choices for your Powertech.
- All of these Ability Tree choices are not permanent. You can change them any time you are not in combat and are not in a queue for Flashpoints, Operations or PvP.